ist ja gestaltet wie das menü des spiels. sehr schön. leider dauert es noch etwas bis zum release.jap, leider zu leer
aber das kommt noch
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ist ja gestaltet wie das menü des spiels. sehr schön. leider dauert es noch etwas bis zum release.jap, leider zu leer
aber das kommt noch
kommt es nicht im Herbst?ist ja gestaltet wie das menü des spiels. sehr schön. leider dauert es noch etwas bis zum release.
4players sag Oktober. das sind ja dann ncoh über 2,5 monatekommt es nicht im Herbst?
das ist ja garnichts, warte schon ein jahr lang
ja aber ich will einfach schon jetzt haben, verschiedene sachen ausprobieren, eigene lvls basteln und natürlich den sp spielen. lässt sich nunmal nicht ändern. muss eben wartendas ist ja garnichts, warte schon ein jahr lang
My LittleBig Game
Part 1
We are now getting close to finishing LittleBigPlanet its due for release in October so that doesnt leave us much time. At the moment were basically making proper seat of the pants last minute changes and panicking about everything. Theres a lot of pressure to live up to but the games looking really good and its shaping into something that I know were going to be proud of here at Media Molecule, which is great because when we first pitched it we werent even quite sure of what we were going to create...
...We were working in a very ghetto office, just a handful of us in a fairly awful building that had no air conditioning and was about to be demolished. When we originally pitched LittleBigPlanet we just had this vague idea that we wanted to create something console-friendly that used a lot of user created content. We had a small demo of a 2D physics platforming type thing using very simple box graphics but it was already quite fun to play.
To be honest we didnt know exactly what we were going to do with it or how it was going to turn out. Its still difficult to describe. Weve definitely had trouble coming up with a clean elevator pitch if you like but I think maybe thats because it doesnt neatly fit into an existing genre.
Im sure the press will come up with something that describes it perfectly in one sentence and then we can just use that. A few different directors at Media Molecule would probably describe it in a different way but for me its definitely a creative tool. Thats the shortest description I can think of.
Part 2
Part 3Its a creative tool that lets users make very cute, very fun experiences for other people to play with. You can add optional gameplay if you like. There were a number of occasions when we wondered if anyone was ever going to really get it or like it, but things changed once the game was revealed at GDC 2007.
Leading up to GDC we were aware that Sony expected us to show the game, but it wasnt until quite near the actual date that we knew it was going to be revealed as part of Phil Harrisons keynote. It was only when we actually turned up in San Francisco and saw the stage that had been made with all the props and things, that it really hit us that Sony were very, very much behind the game, much more then we had previously thought.
That moment was a real milestone. I think it really confirmed to the whole team that we were working on something very cool and the reaction the game received really gave us a big boost. It also turned the pressure on us right up because we realized that we had a major task on our hands.
Almost a year and a half later and were approaching that October release date. Some people have wondered how weve gotten as far as we have with such a small team (theres 28 of us). Well, an element of luck can't be denied, and Sony has been incredibly supportive and tried not to be too demanding of us, but to be honest weve just worked really hard and we have some incredibly clever people here.
I really think that a team of about 30 people is a sweet spot in games development, at least for the way that we work anyway, which could be described as a little organic. By this I mean that we didn't have a concrete plan from the beginning and the experience would have been a nightmare with a larger team. I think we picked our battles well - we would have been silly to try and make a content heavy game like GTA for example. In fact, one of the reasons we chose to do a game thats kind of reliant on user created content was that we had a small team and were limited on how much content we could make ourselves, so in that respect it was perfect.
Some people have asked me how LBP should be judged, whether it is a game that can only accurately be assessed months (or perhaps years) after release, rather than by reviewers whove had a week with a copy prior to launch. Well, I know it has the potential to mature like a fine wine and I can't wait to see what people make with the tools over time, but I think it will stand the test of being judged straight out of the box. A message that definitely needs to be put across to consumers to make the game seem less intimidating is that, even if you dont want to create anything at all in LBP, there are still many hours of entertainment there to be had playing the levels that weve supplied in the story mode just as youd expect from any game. Through these levels we hope to channel players that are more wary into the creation process.
I hope LBP will bridge the gap between casual and hardcore gamers and appeal to as wide an audience as possible. Ive spoken to lots of people about this, ranging from my girlfriend, who doesnt play games, to friends of mine that are the most hardcore gamers you could ever imagine, and across the spectrum theyve had really positive experiences with the game, so theres definitely something there that appeals to a wide range of people.
Ultimately though, with something like LittleBigPlanet fostering an online community around the game will be the lifeblood that makes or breaks it, so we will be putting huge amounts of effort into keeping people excited. We have a whole pile of cool little add on bits and bobs planned to release after the game launches, none of which I am allowed to announce right now unfortunately.
Weve iterated, chopped and changed things all over the show too. For example, just recently we pulled a few things (including a whole set of levels we made) out of the game due to the time pressure of getting something in the hands of the community this year, knowing full well that we would put them back in later.
In the end some degree of commercial success would be nice because that would enable us to carry on doing cool and ambitious things, and critical acclaim is nice for the ego, but what I think is most important for the team is that were making a game that were really passionate about and that we really enjoy playing. If nobody else likes it then at least well have created something that we like, and if other people do like it its a bonus. I think thats probably the wrong way to think about it but Ive never ever made a game in the past that has tried to please a certain demographic or something like that. Based on the above criteria I feel weve already succeeded - and I'm sure the rest of the team at Media Molecule feel the same way.
Wenig Inhalt aber der Killzone 2 Satiretrailer istdie Offizielle Webseite ist on
bald ist es soweit :love3::love3:
es ist ein jump´n´run. wer sagt den auch das ein hc gamer keinen lvl. creator benutzt?LBP ist wirklich ganz nett anzuschauen, aber ich frage mich ernsthaft, was daran Spaß machen soll? Mit den niedlichen Figuren durch die Gegend zu huschen mag vielleicht ein paar Minuten Spaß machen.... aber dann?
(Aus der Perspektive eines Hardcore-Gamers gesehen, der einfach nur "spielen" will).
DAS ist ja das tolle daran. Alex sagte auf der E3, dass es in der Betaphase schon einige Level con Usern gab, die das wort hardcore wirklich verdienen^^LBP ist wirklich ganz nett anzuschauen, aber ich frage mich ernsthaft, was daran Spaß machen soll? Mit den niedlichen Figuren durch die Gegend zu huschen mag vielleicht ein paar Minuten Spaß machen.... aber dann?
(Aus der Perspektive eines Hardcore-Gamers gesehen, der einfach nur "spielen" will).
Werde dann sofort nen Lord Ken Level basteln wenn ich das Game habe.;-)
Wird man eigentlich auch eigene Sounds einbauen können?